The first few times I compiled my map, the bsp was fine. But now every time I compile it, the bsp stays the same no matter what. Like I'll compile the map, and then load it up in TF2 and it'll just be the older version of the map. I tried using the interloperz or whatever its called compile checker, but found no errors. Then I tried to load the point file, to see if there were any leaks, and there was no point file to be loaded.
Could you show us your compile log? This usually means something is preventing your map from fully compiling, and your log might show us what that is.
Code: ** Executing... ** Command: "C:\Downloads\steamapps\common\Team Fortress 2\bin\vbsp.exe" ** Parameters: -game "C:\Downloads\steamapps\common\Team Fortress 2\tf" "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay.vmf" Valve Software - vbsp.exe (Sep 30 2014) 1 threads materialPath: C:\Downloads\steamapps\common\Team Fortress 2\tf\materials Loading C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ** Executing... ** Command: "C:\Downloads\steamapps\common\Team Fortress 2\bin\vvis.exe" ** Parameters: -game "C:\Downloads\steamapps\common\Team Fortress 2\tf" "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay" Valve Software - vvis.exe (Sep 30 2014) 1 threads reading c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.bsp reading c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.prt LoadPortals: couldn't read c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.prt ** Executing... ** Command: "C:\Downloads\steamapps\common\Team Fortress 2\bin\vrad.exe" ** Parameters: -game "C:\Downloads\steamapps\common\Team Fortress 2\tf" "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay" Valve Software - vrad.exe SSE (Sep 30 2014) Valve Radiosity Simulator 1 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.bsp Setting up ray-trace acceleration structure... Done (0.02 seconds) 718 faces 803219 square feet [115663608.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 718 patches before subdivision 26872 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 1697705, max 557 transfer lists: 13.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0252 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 34/8192 408/98304 ( 0.4%) brushsides 204/65536 1632/524288 ( 0.3%) planes 206/65536 4120/1310720 ( 0.3%) vertexes 919/65536 11028/786432 ( 1.4%) nodes 374/65536 11968/2097152 ( 0.6%) texinfos 29/12288 2088/884736 ( 0.2%) texdata 9/2048 288/65536 ( 0.4%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 718/65536 40208/3670016 ( 1.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 108/65536 6048/3670016 ( 0.2%) leaves 382/65536 12224/2097152 ( 0.6%) leaffaces 737/65536 1474/131072 ( 1.1%) leafbrushes 306/65536 612/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 3619/512000 14476/2048000 ( 0.7%) edges 1978/256000 7912/1024000 ( 0.8%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 57/32768 570/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 750/65536 1500/131072 ( 1.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2500784/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 5058/16777216 ( 0.0%) entdata [variable] 5986/393216 ( 1.5%) LDR ambient table 382/65536 1528/262144 ( 0.6%) HDR ambient table 382/65536 1528/262144 ( 0.6%) LDR leaf ambient 162/65536 4536/1835008 ( 0.2%) HDR leaf ambient 382/65536 10696/1835008 ( 0.6%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 54/0 ( 0.0%) physics [variable] 13707/4194304 ( 0.3%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1751 Writing c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.bsp 10 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay.bsp" "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay.bsp"
VBSP is failing abruptly. Its section of the log should be about 8 times longer. Unfortunately you have no error to go on... what did you add before it stopped working?
Not sure if this would cause it, but since carving fucks shit up a lot. Also I added a func_tanktrain and path_track.
Try remaking it (without carve)? Whatever you did since it was working, remake and/or temporarily hide them one at a time to see if it is the problem.